- Default
- Attack
- Special
- Injured




Brave Lucina - Brave Princess |
---|
|
Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 16 | 7 | 9 | 7 | 3 |
Middle | 17 | 8 | 10 | 8 | 4 |
High | 18 | 9 | 11 | 9 | 5 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 38 | 31 | 33 | 24 | 16 |
Middle | 41 | 34 | 36 | 27 | 19 |
High | 44 | 37 | 39 | 31 | 22 |
IV Sets
Key stats worth increasing through nature if possible. | |
Complementary stats that matter, but not to the point of picking them over key stats for nature increase. | |
Relatively worthless stat that can safely be decreased through nature. |
HP | ATK | SPD | DEF | RES |
---|---|---|---|---|
Assets
-
+ATK: An asset in Attack is beneficial to almost any unit with Lucina being no exception, as it will increase her damage output in both Player and Enemy Phase. This works particularly well with Lucina’s unique weapon thanks to its dragon-effectiveness.
-
+SPD: Speed is another great choice of asset, as it allows her to better perform and avoid follow-up attacks. Thanks to her already high base value, an asset in Speed can also provide supplemental support by boosting Lucina’s ability to receive enemy Chill debuffs in place of her teammates.
Neutral
-
DEF: Lucina prefers to keep her Defense neutral in order to keep her solid physical bulk of 71 (with Geirskögul equipped) intact. However, raising it is not a bad idea either, as it comes with a superboon and can potentially be brought up enough to also be the target of enemy Chill skills.
-
HP: Similarly, Lucina prefers to keep her HP neutral in order to keep her overall bulk and ability to effectively use skills such as Infantry Pulse intact.
Flaws
-
-RES: Being Lucina’s weakest stat, Resistance is the most preferable flaw that she can take and the least detrimental to her overall performance.
Skill Sets
Respiratory Aid (Support)
![]() |
Geirskögul (+Eff) | A | Fury (3 or 4) |
---|---|---|---|
![]() |
Reposition | B | Chill Atk 3 Alternate: Chill Def 3 |
![]() |
Moonbow Alternate: Luna |
C | Drive Spd 2 Alternate: Infantry Pulse 3 |
IVs | S | Chill Spd 3 Alternate: Drive Atk 2 |
Preferred IV: +ATK or +SPD / -RES
Weapon: Geirskögul (+Eff)
-
Since this set aims to maximize Lucina’s support capabilities, the choice of IVs is not particularly important. However, an asset in either Attack or Speed are the best for boosting her combat capabilities.
Assist: Reposition
Special: Moonbow / Luna
-
Strong consistent choices such as Moonbow and Luna are great choices of Specials for Lucina in order to boost her damage during combat.
Passive A: Fury
-
The overall stat boost provided by Fury can Lucina in both combat as well as support by having her receive enemy Chill debuffs in the place of her teammates.
Passive B: Chill skills
-
A great way to extend the level of support that Lucina provides is through the use of debuff skills.
-
This makes the use of Chill skills such as Chill Atk and Chill Def very effective, as they provide strong debuff support for both Lucina and her teammates by reducing the target highest stat on an enemy team.
Passive C: Drive skills / Infantry Pulse
Sacred Seal: Chill skills / Drive Skills
-
Drive skills such as Drive Atk and Drive Def pair well with Lucina’s weapon by granting additional in-combat buffs.
-
With the HP boost from her refined weapon, Lucina can make for an effective user of Infantry Pulse to lower the initial Special cooldown of her allies.
-
In addition to the B/C slot, Chill skills and Drive skills also make for great Sacred Seal options.
Back To The Future! (Support)
![]() |
Geirskögul (+Eff) | A | Fury (3 or 4) |
---|---|---|---|
![]() |
Smite Alternate: Shove |
B | Atk/Def Link 3 Alternate: Spd/Res Link 3 |
![]() |
Luna Alternate: Moonbow |
C | Spd Tactic 3 Alternate: Res Tactic 3 |
IVs | S | Atk Tactic 3 Alternate: Def Tactic 3 |
Preferred IV: +ATK or +SPD / -RES
Weapon: Geirskögul (+Eff)
-
This build is also support-based but takes somewhat of a different approach by having Lucina herself provide all of the field buffs to her teammates.
Assist: Smite / Shove
-
Both Smite and Shove make for the best Assist slot choices when combined with Link skills, as they allow you to easily aim where you want to send the ally that is being buffed.
Special: Moonbow / Luna
Passive A: Fury
-
Once again, The overall stat boosts Lucina’s combat capabilities as well as allowing enemy Chill skills to target her rather than her teammates.
Passive B: Link Skills
-
Link skills provide both Lucina and her target with a significant boost to their target stats upon the use of a movement skill such as Shove or Smite
-
Note: The stats of the Link skill should be different from the other buffs being provided (Atk/Def link being used alongside Spd tactic and Res tactic).
Passive C: Tactic skills / Joint Hone Spd / Wave skills
Sacred Seal: Tactic skills / Wave Skills
-
Tactic skills such as Atk Tactic and Spd Tactic perfect choices for providing field buffs, as any allies within 2 spaces will receive an impressive boost at the start of turn given that more than 2 of the same movement type does not exist on the same team.
-
Joint Hone Atk and Joint Hone Spd grant Lucina and any adjacent allies a significant field buff at the start of turn.
-
Wave skills such as Odd/Even Atk wave also provide a strong buff to Lucina and adjacent allies. However, they can be somewhat inconsistent due to them only being active every other turn.
Introduction
“Hope will never die!”
Let these words ring through your ears as Lucina fills her allies with the power to fight like they’ve never fought before. Through its refinement, Lucina’s unique weapon, Geirskögul, can provide incredibly unique and powerful support by granting +1 per attack when foe initiates to all allies within 2 spaces. Essentially, a drive buff that grants the cooldown effect of Breath skills. However; unlike regular Breath skills, Geirskögul’s buff is not class restricted to just infantry and armored units and can be utilized by both flying and cavalry units as well. This opens up dozens of possibilities for units that otherwise didn’t have access to Special cooldown per attack and/or opens up the A slot for powerful new combinations. If that wasn’t enough, it also comes with a free stat boost for +3 Def/Res when initiated as well as +3 Atk/Spd during both Player and Enemy Phase.
While her main function is as a support for other units, she can do more than hold her own in combat. With 34 Attack and 36 Speed at base, Lucina also makes for a very competent combat unit. Her weapon even supplements this by granting a passive +3 boost to Lucina’s Defense and dealing effective damage against dragon units. However, one should tread carefully when taking magical damage, as Lucina’s Resistance is less than stellar.
Overall, Lucina is a top-tier support unit and solid combatant with a place on any team.
Strengths
Geirskögul
One of the most incredible support-based weapons in the game. Provides the effect of Breath skills: Special cooldown +1 per attack when foe initiates to all allies within 2 spaces regardless of movement type and several stat boosts. Furthermore, it also comes with a free +3 boost to Lucina’s own Defense as well as dragon-effective damage.
Respectable Offensive Stats
Lucina’s solid offensive stat-spread of 34 Attack and 36 Speed also make her proficient in taking out opponents in a single round of combat.
Weaknesses
Bad Resistance
Having only 60 magical bulk at base, Lucina will often take significant damage from Resistance-targeting attacks.
![]() |
Geirskögul (+Eff) | A | Fury 4 |
---|---|---|---|
![]() |
Positional Assist | B | Even Pulse Tie 3 |
![]() |
Moonbow | C | Joint Drive Atk |
S | Drive Atk 2 |
Modern AR Offense build.
Brave Lucina's support abilities are well known at this point, but there are new skills she can use that can augment her ability to help other units break otherwise difficult Aether Raids maps.
The core addition is Even Pulse Tie, which inflicts Special Cooldown count+2 on a foe with the lowest HP among those with their special ready at the start of each even-numbered turn. This is a critical tool to combat Infantry Pulse defensive teams as well as Ophelia after they charge up on turn 1. Brave Lucina's HP may not be the highest, but being a melee unit has afforded her just enough HP to make use of it against most range 2 threats in this regard.
Weapon Skill: Geirskogul (+Eff)
Geirskogul in its refined state provides incredible support in not only stats but also the Breath effect for added Special cooldown charge rate to allies within 2 spaces.
Assist Skill: Any Positional Assist (Alternate: Any Rally+ or Rally Up+ skills / Harsh Command+ / Reciprocal Aid)
Actual skill selection is up to personal preference.
Special Skill: Moonbow
Actual skill selection is up to personal preference. Moonbow is the common choice for combat, which Lucina is more than capable of when she isn't busy supporting other units.
A Skill: Fury 4 (Alternate: Life and Death 4 / Fort. Def/Res 3)
This skill is used to try and absorb Chill effects from enemies and Bright/Dark Shrines. Life and Death 4 and Fort. Def/Res 3 can also be used to narrow it down Atk/Spd and Def/Res, respectively; be mindful of the stats of her allies before slotting these skills to ensure they will hit her, however, especially with Fort. Def/Res 3 as her base bulk isn't particularly high.
B Skill: Even Pulse Tie 3 (Alternate: Sudden Panic 3 / Any Ruse Skill)
Even Pulse Tie 3 is her core addition, as mentioned. Other options that can be explored are Sudden Panic 3 to combat bonuses, and Ruse skills to apply substantial debuffs and inflict Guard on foes to seize Special advantage against bulkier teams.
C Skill: Joint Drive Atk (Alternate: Any Joint Drive skill / Close Guard 3 / Distant Guard 3 / Any Tactic skill / Any Wave skill)
Any skill that can provide further support to units in her range will due. Joint Drive skills will generally provide her with the most value in scenarios where she needs to fight herself, however.
Seal skill: Drive Atk 2 (Alternate: Any Drive skill / Close Guard 3 / Distant Guard 3 / Any Tactic skill / Any Wave skill)
Same reasoning as C skill.
![]() |
Geirskögul (+Eff) | A | Death Blow 3 |
---|---|---|---|
![]() |
Shove | B | Chill Atk 3 |
![]() |
Luna | C | Joint Drive Atk |
S | Drive Atk 2 |
The game is quickly approaching a state where you cannot hope to tank any kind of unit without using a speed-based damage reduction B skill. In this scenario, the most convenient kind of support you can build Brave Lucina as is what you might call an "ATK donator." More specifically, the idea is give the unit receiving support to smack down anything that approaches them.
For optimal units to receive support, you need only consider the usual suspects: Brave Ike, Altina, and penalty-immune units, to name a few. Units with dual-phase double strikes such as Laslow, Keaton, and Reinhardt (sword) are also great options. Of course, you can technically support magic-using units, but they won't benefit from special acceleration or the innate stat boost of Geirskogul.
By using double Atk Drives, you can give the supported allies up to 9 ATK. Joint Atk Drive and an ally support can give you a further +3, for a total of +12 under ideal conditions. With so much additional attack, specials with lifesteal such as Sol and Aether will become much more useful, and units with double strikes will stand to gain effectively twice as much damage.
Regarding other skill choices: Use Shove over Smite to avoid pushing the supported unit too far away. B skill is generally considered a free slot, so use a Chill or Link skill depending on your preference.
Use Death Blow 3 to leverage Lucina's dragon effectiveness (which is particularly useful when paired with Brave Ike). In this scenario, you would ideally prefer an ATK asset, but this is otherwise not a deal breaker, just pray you don't run into too many Super Idunns. With a support role in mind, skills such as Death Blow 4 or Swift Sparrow 3 are a luxury.
You might be hard pressed to make use of skills like Close Call on Brave Lucina without actually whaling for a support unit. You should, if at all, be whaling for the supported unit instead.
Lastly, the special skill is kind of up in the air, more so than your B slot skill. You will rarely ever get into many situations where Brave Lucina's innate Aether will be available to use, so it's recommended to downgrade to Luna or inherit Moonbow.
![]() |
Geirskögul (+Eff) | A | Sturdy Impact |
---|---|---|---|
![]() |
Reposition | B | Sudden Panic 3 |
![]() |
Sacred Cowl | C | Joint Drive Atk |
S | Spur Atk/Res 2 |
First and foremost, she is built for support, but can fight to kill red/dragons, and also can be an emergency hero if the main hero has been killed.
This specific build is to get Altina to 75 atk
![]() |
Geirskögul (+Eff) | A | Atk/Spd Push 4 |
---|---|---|---|
![]() |
Reciprocal Aid | B | Close Call 3 |
![]() |
Ruptured Sky | C | Close Guard 3 |
NOTE: This build will be updated when they decide to put Distant Guard 3 in the Sacred Seal slot. I...honestly don't know why they haven't done it yet if fehstuff of all sites has it done already.
ALSO NOTE: This build is taking into account that the Brave!Lucina has a Def boon and is at +10 merges and +10 Dragonflowers, as well as having an S-Rank Summoner Support. Without counting bonuses, her statline is 55 HP, 58 Atk, 44 Spd, 42 Def, 27 Res.
In my opinion, I think this is Brave!Lucina's best Support build with Geirskogul (at this time). Below are the pros and cons that I know of with this build so far.
Pros:
1) Anti-dragon effectiveness. With Geirskogul's refinement she gains this effect, and with Ruptured Sky she can increase her damage to them even further very quickly. Atk/Spd Push 4 increases her Atk/Spd to 65/51, making her offensive presence just as dangerous as her supportive presence (especially to dragons).
2) Quality tankiness. Thanks to her high Spd combining with Atk/Spd Push 4, Close Call 3 has 51 Spd to work with, meaning that any foe with 41 or less Spd will deal 40% less damage to her (discounting any Spd debuffs they might inflict).
3) High offensive presence. Like it was explained in Pros 1, her offensive presence is pretty high. With 65/51 Atk/Spd, she doubles anything with 46 or less Spd, and with Ruptured Sky at 2 cooldown she'll always be able to trigger it under normal circumstances. Also, due to Close Call, any unit with 41 or less Spd that has the Atk to deal real damage to her despite the damage reduction will inherently take more damage from Ruptured Sky.
4) God-Tier Support. This is really what you're here for. I've been talking about her fighting others by herself, but what you're really using this build for is her role as a Support. Her refined Geirskogul gives All+3 and super-charging during the Enemy Phase to allies within 2 spaces, and with both Close and Distant Guard she also provides those allies with a dual phase Def/Res+4 during combat (effectively giving her Drive-distance allies Def/Res+7 during the Enemy Phase).
5) Great positional utility. With Close Call having Hit and Run built into it, and her Geirskogul/dual Guards having their generous Drive range, it's quite easy to set herself and her team up both offensively and defensively. You can very easily switch Reciprocal Aid for Reposition and the like; the reason I won't here is purely for healing her HP for Atk/Spd Push 4, but this CAN be easily solved by putting a Healer or pseudo-Healer on her team.
6) Godly dueling presence due to Close Call. This is more of a continuation of both Pros 2 and 3, but I felt it had to be said. She can actually out-duel an unmerged +Atk Winter!Ephraim that's initiating on her with his natural skills if she has Ruptured Sky charged by her first attack. Because of Close Call, she can actually tank his Dragon Fang (which is even more powerful due to him having 71 Atk during combat), and only take 38 damage from it, and on her counterattack he'll take 53 damage (if she activates Ruptured Sky at this time) and get OHKO'd. Yes, he's umerged...but this is a Support build and she's capable of out-dueling the guy with the highest possible natural Atk in the game so far. I think that's worth something.
Cons:
1) No Distant Counter. Atk/Spd Push 4 is necessary to maximize the effectiveness of both Ruptured Sky and Close Call, but this leaves her without the ability to counterattack against ranged foes during the Enemy Phase. This leaves her especially vulnerable to Tomes and Wrathful Staffers, and also daggers to an extent.
2) Low magical bulk. Close Call can only mitigate so much damage, and 82 magical bulk isn't all that much when you have so many great magic-based Nukes present in the game. Even some of the very dragons she one-shots have a great chance at destroying her during the Enemy Phase if you aren't careful with her positioning beforehand.
3) No defense against debuffs or defensive Bonus Doublers. She's capable of taking advantage of offensive Bonus Doublers due to Ruptured Sky, but defensive strategies leave her doing less than she wants. Since she uses Close Call in this build instead of a Lull or Dull skill, she has to make do with brute force or just simply leaving it to her allies to finish the job. On the debuffs side, Close Call's own effect falls off when faced with Spd debuffs (though thankfully this is largely mitigated by Atk/Spd Push 4 being in-combat and not a field bonus that can be Panic'd). Res debuffs are also a massive concern due to her sub-optimal magical bulk.
4) Green Tanks. Even gods can only do so much, and Brave!Lucina (despite not actually being a goddess) is no different. If she faces a foe that she just can't deal damage to regardless of her offensive statline, she'll need to rely on her allies to take them down for her. And though the synergy of Close Call and Ruptured Sky is really amazing, tanks with lower Atk make Ruptured Sky have less usage than she needs against said foes. Having a Red ally that can easily deal with tanky Green foes, magic or not, is a must for her.
5) Geirskogul's reliance on physical allies. This is old news with anyone using Brave!Lucina, but I felt it needed to be mentioned. While her magical allies will be affected by the dual Guards, they won't be able to be affected by Geirskogul's effect. If you're going to have her work with a magical ally, make sure they can work fairly independently from the rest of the team (or at least independently from her).
There are probably a lot more pros and cons than what I've listed, and I'll be coming back anyhow once Gamepress adds Distant Guard to the list of Sacred Seals, so expect updates. Note, however, that I've permanently left the Discord server and will NOT be available for advice because the mods there are trash and their rules are worse than trash.
If anyone wants to discuss Brave!Lucina with me, I go by the same name on here as I do on SerenesForest. I don't think I can actually set up a topic dedicated to Brave!Lucina on there without it getting removed, but feel free to message me there regardless.
![]() |
Geirskögul (+Eff) | A | Fury 3 |
---|---|---|---|
![]() |
Draw Back | B | Def/Res Link 3 |
![]() |
Aether | C | Drive Spd 2 |
Geirskögul (+Eff) +3 HP +16 Mt.
Effective against dragon foes. Grants Def+3. Grants Atk/Spd/Def/Res+3 to sword, lance, axe, bow, dagger, or beast allies within 2 spaces during combat, and if foe initiates combat against those allies, grants Special cooldown charge +1 per attack to those allies. (Only highest value applied. Does not stack.)
Weapon Skills
Weapons | SP | Rng. | Mt. |
---|---|---|---|
![]() Learns by default at 1 ★ Unlocks at 1 ★ Lance Users Only
|
50 | 1 | 6 |
![]() Learns by default at 3 ★ Unlocks at 2 ★ Lance Users Only
|
100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Lance Users Only
|
200 | 1 | 11 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
|
400 | 1 | 16 |
Special Skills
Special Skills | SP | Turns |
---|---|---|
![]() Learns by default at 5 ★ Non-inheritable by Staff-wielding units.
|
100 | 3 |
![]() Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
200 | 3 |
![]() Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
500 | 5 |
Passive Skills
Passive Skills | SP | Slot |
---|---|---|
![]() Non-inheritable by Staff-wielding units.
|
50 | A |
![]() Non-inheritable by Staff-wielding units.
|
120 | A |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
240 | A |
![]() Inheritable by all units.
|
50 | C |
![]() Inheritable by all units.
|
120 | C |
![]() Inheritable by all units.
Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
---|